Re: Possibly Seeking Code Help
Okay, just a couple of things, at least in part since I don't want this topic to get completely buried.
1. Can someone tell me how difficult it will be to include resurrection items that will work inside of combat? If in a fight a character dies (friend or foe) and an ally resurrects that character, is this doable in a scheme similar to the one I laid out a couple of posts ago? I ask because I would want all buffs and ailments gone, so if the character had Haste when they died, they no longer do. I would hope this is as simple as removing all buffs on death instantly, but it also worries me because I wouldn't want a character finding a loophole where that doesn't always work and essentially stacking the hell out of effects that don't go away when the target dies.
2. For gear, I'm thinking each character will have two hand slots, a feet slot, a body slot and a head slot, as well as an accessory slot and a personal slot. The personal is for stuff like mementos or whatnot, and I would want those to be completely character-based; other gear could be traded out pretty much at whim, but those mementos could never be swapped between characters. Maybe one of them would give the wearer a bit more experience, or the other one would kick up the wearer's agility and foresight considerably when they're below a certain threshold. I'd have to be certain, for something like this, that a player didn't trigger the boost, heal, then trigger the boost again, so there would have to be a debuff if/when the player heals. So how do you guys feel about each character having a few personal items that they and only they can equip? Perhaps they would be unlocked via side-quests and extra stuff, but I'm thinking each character should start with one. Probably not a great one, but it's a thought anyway.
3. How easy would it be to incorporate day and night into the game? I would really, really love that. If the game c ould somehow read your computer's clock and knew it was night, some of the music/monsters would be different. Perhaps some stuff would have to happen only during the day or only at night (I don't want to start getting down to the hour or down to the minute, as that gets awfully finicky). Failing that, what about a system where x number of RL minutes equals one in-game day, so the game would cycle back and forth from day to night automatically? Would either of these be doable (obviously I would only need one).
I hope you guys don't think I'm aiming too high, but I really want to make one smash of a turn-based RPG, and with some of your help, I really do believe we can do it.
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